M:tG card similarity search
2R · Enchantment
When Arterial Alchemy enters the battlefield, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
| Name | Mana | Type | Text |
|---|---|---|---|
| Dark Remedy | 1B | Instant | Target creature gets +1/+3 until end of turn. |
| Feral Roar | 1G | Sorcery | Target creature gets +4/+4 until end of turn. |
| Fists of the Anvil | 1R | Instant | Target creature gets +4/+0 until end of turn. |
| Shield's Might | 1G | Instant — Adventure | Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.) |
| Ghitu War Cry | 2R | Enchantment | {R}: Target creature gets +1/+0 until end of turn. |
| Giant Growth | G | Instant | Target creature gets +3/+3 until end of turn. |
| Howling Fury | 2B | Sorcery | Target creature gets +4/+0 until end of turn. |
| Infuriate | R | Instant | Target creature gets +3/+2 until end of turn. |
| Integrity | R/W | Instant | Target creature gets +2/+2 until end of turn. |
| Go Hog Wild | 1G | Instant — Adventure | Target creature gets +2/+2 until end of turn. (Then exile this card. You may cast the creature later from exile.) |